#ifndef MAPDRAWER2D_H
#define	MAPDRAWER2D_H

#include "pac_object.h"
#include "pac_level.h"
#include "pac_ghost.h"

// Indice des textures dans le tableau
#define PAC_LIFE_TEX 0

#define MAIN_MENU_TEX 1

#define PAUSE_MENU_TEX 2

#define WIN_MENU_TEX 3

#define GAMEOVER_MENU_TEX 4

// Nombre de textures présentes
#define TEX_2D_COUNT 5

// Tableau contenant les textures
static GLuint tex2DTable[TEX_2D_COUNT];


void load2DTextures(void);

void drawFullScreenTex(int aTex);

void drawTest(int x, int y);

void draw2DSquare(float posX, float posY);

void draw2DRoof(int posX, int posY);

void draw2DFloor(int posX, int posY);

void draw2DFence(int posX, int posY);

void draw2DVortex(int posX, int posY) ;

void draw2DPacManAt(float posX, float posY);

void draw2DPacMan(PacObject* aPacMan);

void draw2DPacGum(int posX, int posY);

void draw2DPowerBall(int posX, int posY) ;

void draw2DPacBall(PacLevel* aLevel, int posX, int posY);

void draw2DGhost(PacGhost * aPacGhost);

void draw2DGhosts(PacLevel* aLevel) ;

void draw2DCase(PacLevel* aLevel, int aCaseCode, int posX, int posY);

void draw2DCases(PacLevel* aLevel);

void draw2DMap(PacLevel* aLevel);


#endif	/* MAPDRAWER2D_H */

